However I can potentially see that they have no performance headroom to incorporate rollback, something that the next generation would solve
That surprised me that rollback would be that demanding on frame times. Going from a few frames to 32MS is no joke.
Next gen we have beefy ryzen cpus which for fps or networking is insanely good.
Still gotta remind this community most of you still use low level OS settings like the following on your pcs and your routers.
Low level OS function in network stack govern anything in a netcode.
rx/tx usecs - This is the number of microseconds to wait before raising an interrupt after a packet has been received. When rx-usecs is set to 0 rx-frames is used.
rx/tx frames - This is the number of frames to queue up before raising an TX interrupt
In the case of my example the router will wait 40ms before transmitting packets to my modem, For most of you its the same or worse by default. This can easily be changed and on the fly if your hardware/software is good. For frames it would be 64 packets before it raises an interrupt and things are sent. Most of you get basic math and I know you wouldn't want that.
As I said in another similar topic a good netcode is necessary even with great tuning but relying on only netcode fixes won't make this genre more enjoyable or playable online. Routing can be addressed low level functions which dictate when your packets are sent, processed or made are another matter that netcode isn't built to deal with is another matter. From the articles I read some companies don't care to track those metrics or assume too much about them.
There are also networking offload features which add latency and when they are broke literally won't send or process your data for seconds.
This one setting could easily be turned off and most of your issues at the source of where packets starts won't be the ones causing it, other hops on routes can but at least you isolated the machines playing from being an issue. Would love to do busy polling testing but getting that environment from the public would be a nightmare. Busy polling would be a god send for fighting games. Busy Poll Sockets (BPS) is a linux kernel native solution for providing low network latency without application changes.
sadly this is one genre in my research that requires a both clients or hosts to tune, adjust, or disable features in the stack before good results are seen.